feat: Implement core player movement with advanced pushing mechanics, define game modes, and introduce various new managers and UI components.
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@@ -1,6 +1,8 @@
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extends Node
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class_name BotController
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# BotController - Standalone modular bot AI system (no Beehave dependency)
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# Handles all bot decision-making: movement, grabbing, putting, arranging, and sabotage
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@@ -1,6 +1,8 @@
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extends RefCounted
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class_name BotStrategicPlanner
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# BotStrategicPlanner - Strategic decision-making for bot AI
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# Evaluates tile needs, pathfinding targets, and sabotage opportunities
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@@ -1,4 +1,5 @@
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class_name GameMode extends RefCounted
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extends RefCounted
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class_name GameMode
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enum Mode {
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FREEMODE = 0,
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@@ -143,10 +143,10 @@ func _get_device_id() -> String:
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# Try to load saved device ID for consistent guest identity
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var id_file := "user://device_id.txt"
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if FileAccess.file_exists(id_file):
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var file := FileAccess.open(id_file, FileAccess.READ)
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if file:
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var saved_id := file.get_as_text().strip_edges()
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file.close()
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var file_read := FileAccess.open(id_file, FileAccess.READ)
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if file_read:
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var saved_id := file_read.get_as_text().strip_edges()
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file_read.close()
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if not saved_id.is_empty():
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return saved_id
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@@ -156,10 +156,10 @@ func _get_device_id() -> String:
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device_id = str(randi()) + str(Time.get_ticks_msec())
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# Save for future use
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var file := FileAccess.open(id_file, FileAccess.WRITE)
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if file:
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file.store_string(device_id)
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file.close()
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var file_write := FileAccess.open(id_file, FileAccess.WRITE)
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if file_write:
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file_write.store_string(device_id)
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file_write.close()
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return device_id
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@@ -1,5 +1,7 @@
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extends Node
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# CameraContextManager - Smoothly follows player and clamps to arena edges
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var camera: Camera3D
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@@ -1,5 +1,7 @@
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extends Node
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# LobbyManager - Manages room/lobby state across scenes
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# Signals
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@@ -38,7 +38,7 @@ const MESSAGES = {
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"USED_SPECIAL_POWER": "Used a special power!"
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}
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static func send_message(target: Node, message: String, type: int = MessageType.NORMAL):
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static func send_message(target: Node, message: String, _type: int = MessageType.NORMAL):
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if is_instance_valid(target) and target.has_method("rpc"):
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# Check if the text is empty, do nothing
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if message.is_empty():
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@@ -1,5 +1,7 @@
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extends Node
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var player: Node3D
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var movement_manager: Node
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var race_manager: Node
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@@ -98,6 +100,10 @@ func handle_unhandled_input(event):
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var mode = LobbyManager.get_game_mode()
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var is_sng = mode == GameMode.Mode.STOP_N_GO
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# Safety check for SettingsManager
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if not SettingsManager:
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return
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# Get dynamic keybinds
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var key_p1 = SettingsManager.get_control_keycode("powerup_1")
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var key_p2 = SettingsManager.get_control_keycode("powerup_2")
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@@ -1,5 +1,7 @@
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extends Node
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var player: Node3D
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var enhanced_gridmap: Node
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@@ -1,5 +1,7 @@
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extends Node
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# PlayerboardManager - Handles all playerboard operations including grab, put, arrange
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var player: Node3D
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@@ -1,5 +1,7 @@
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extends Node
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# SpecialTilesManager - Handles special effects triggered by holo tile pickups
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# Holo tile indices (11-14) trigger special effects
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@@ -31,8 +31,8 @@ func _ready() -> void:
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auth.auth_completed.connect(_on_auth_completed)
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auth.logged_out.connect(_on_logged_out)
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func _on_auth_completed(_success: bool, user_data: Dictionary) -> void:
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if _success:
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func _on_auth_completed(success: bool, _user_data: Dictionary) -> void:
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if success:
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await load_profile()
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func _on_logged_out() -> void:
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@@ -1,5 +1,7 @@
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class_name ScarcityModel
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extends RefCounted
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class_name ScarcityModel
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# ScarcityModel - Data definitions for tile scarcity
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@@ -162,11 +162,11 @@ func _load_existing_patches() -> void:
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var patches: Array[String] = []
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dir.list_dir_begin()
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var file := dir.get_next()
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while file != "":
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if file.ends_with(".pck"):
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patches.append(file)
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file = dir.get_next()
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var patch_file := dir.get_next()
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while patch_file != "":
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if patch_file.ends_with(".pck"):
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patches.append(patch_file)
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patch_file = dir.get_next()
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dir.list_dir_end()
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# Sort patches by version (filename includes version)
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@@ -1,5 +1,7 @@
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extends Control
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# PowerUpInventoryUI - Displays stored powerups and handles selection
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# UI References
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@@ -146,6 +148,12 @@ func _update_btn_shortcut(effect_id: int, btn: Button):
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var is_sng = mode == GameMode.Mode.STOP_N_GO
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var key_text = ""
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# Safety check for SettingsManager (Autoload)
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if not SettingsManager:
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sc_lbl.text = ""
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return
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if is_sng:
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match effect_id:
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0: key_text = SettingsManager.get_control_text("powerup_1")
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@@ -26,7 +26,9 @@ var listening_action: String = "" # Set when waiting for a keypress
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func _ready():
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# Theme inheritance is broken by CanvasLayer root, no need for theme = null
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_load_ui_values()
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_connect_signals()
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if SettingsManager:
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_connect_signals()
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# Initial visibility
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visible = false
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@@ -165,7 +167,7 @@ func _update_all_key_labels():
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func _update_key_label(action_name: String):
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var btn = get_node_or_null("%" + action_name.to_pascal_case() + "Btn")
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if btn:
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if btn and SettingsManager:
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btn.text = SettingsManager.get_control_text(action_name)
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btn.modulate = Color.WHITE
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